MAP14: Shocker in Gloomtown (BTSX-E2)

MAP14: Shocker in Gloomtown is the fourteenth map of the second episode of Back to Saturn X. It was designed by Brett Harrell (Mechadon) and Björn Ostmann (Vader), and uses the music track "Enigma" by James Paddock (Jimmy).

Essentials
Go up the steps to your left to confront some zombiemen (shotgun guys on Ultra-Violence (UV) and Nightmare (NM) skill levels), then drop into the pit below which contains imps and demons as well as some overhead revenants and shotgun guys. Open the west door and go down some steps to another door, which leads to a water trench, then take the super shotgun and pull the switch on the east wall; use caution here as a spiderdemon is standing on a ledge behind you, and approaching the switch will raise a barrier to block your escape and cause a crowd of demons, imps and zombies to teleport in. Pull the switch on the barrier to lower it so you can escape, then retrace your steps to the starting point and head up the north-east steps to find another door at the top. Go through and fight past some zombies to enter a dark tunnel with a crucifix button, press it to lower the bars blocking your path then go round the next corner to confront the spiderdemon you saw earlier. Push past it and continue following the path to a super shotgun, then run across the pillar in front of you to get the yellow skull key.

Step through the right-hand window to land in the room below, then go through the south doorway and fight one or two revenants blocking your way to a lift. Ahead is is a crate area guarded by demons, mancubi and/or chaingunners as well as imps that teleport in; fight your way through to a rocket launcher, kill one or two cacodemons hiding behind a wall that lowers to your left then step past this wall to drop down to a switch. Pull the switch to get back to the starting area, then go up the north-east steps again and open the door at the top to see that a barrier on your right has opened, revealing imps guarding a new staircase. Open another door at the top of the staircase followed by the yellow key door to your left, kill any waiting enemies then step past the central column behind you to open a monster closet containing (depending on skill level) Hell knights, a baron of Hell or an arch-vile. Open the door in the north-east corner and step forward - the door ahead will open to reveal a demon and arachnotron, and closets containing imps will open to your left and right.

Enter the next room and go straight forward to a supercharge, kill the arch-vile hiding inside the wall that lowers in front of you, then turn left or right and follow the path to a small chamber containing a mancubus and a switch; you must pull both switches to lower the bars blocking the doorway in the north-west corner, but doing so will allow imps, demons and arch-viles to teleport in. Pull the switch behind those bars to lower it and reveal a megaarmor, kill the imps and revenants that appear in the next room then press the diamond button on the west wall to open the surrounding walls and reveal shotgun guys and/or chaingunners along with demons (plus a mancubus on Hurt Me Plenty or higher). Go up the steps in the north closet and follow the path through two doors, then drop down into a red tunnel and approach the flame wall in front of you to teleport to an octagonal chamber - you will see a plasma gun and/or supercharge ahead, but approaching the items will release a cyberdemon and a crowd of zombiemen into the room. Pull the switches at the east and west ends of the chamber, then run through the north tunnel to a third switch that lowers when pulled, revealing the exit hole ahead.

Other points of interest
The red and blue keys are optional, but can be used to open the colored skulls in the final room. The button behind the red skull will raise two pillars that block the cyberdemon's shots, while the button behind the blue skull will drop a crusher on to it.

Official

 * 1) From the start, turn left to the short staircase. A small section of the wall beside the dark window is bent inward. Open it to find an alcove (sector 674) with a berserk pack, also revealing an alcove across the staircase with a spectre inside.
 * 2) At the open air corridor that holds the rocket launcher, look for the pillar with a crucifix button that lowers the lift on the west side. This switch also lowers another lift immediately to the right. Drop down it while it is lowered and enter the passage that it hides, throw the switch inside, then lower the lift again, showing that a passage has opened directly across. Enter this new passage (sector 294) to find the blue skull key.
 * 3) Head back up the lift that hid secret #2 and look at the wall to the north. The green column on the corner has a dark hole in it. Shoot this hole to lower a platform below (sector 680) with an energy cell pack, a megaarmor and a backpack.
 * 4) Stand in front of the yellow key door, then turn around. There will be a small gap in the wall. Jump over the ledges this gap leads to to collect several items, chiefly among them a plasma gun, and eventually reach the red skull key. (sector 512)
 * 5) On the balcony directly to the south of the yellow key door, shoot the missing tile on the wall opposite the ledge with the computer area map. This will lower the ledge directly below (sector 336), giving you access to the energy cell pack and two boxes of rockets on it.
 * 6) From the platform with the spiderdemon, hop down to the crenellations and run across them to reach a pair of energy cells. (sector 298)
 * 7) Likewise, from the room with the yellow key, go out through the north window and run over the crenellations to reach two more energy cells. (sector 396)
 * 8) The courtyard accessed by opening the large blue key door (sector 1) counts as a secret. The flame wall teleporter will send you to the eastern-most room, where two blue switches will be revealed that drop crushers on the mancubi in this room.

Non-official

 * From the start of the map, run to the north through the right passage, through the door, and press the cross switch in the dark passage, then turn around, hop down and head up the newly-revealed stairs. Jump over the gap to the alcove with the rocket launcher. Directly in front of the launcher, the wall is decorated with a face. Use this face to lower the wall and reveal a switch flanked by both red and blue lights. Flipping this switch is necessary to access secrets #2 and #4 and collect the red and blue keys. The teleporter to the right of the switch takes you directly to the entrance of secret #4.

Bugs
A variant monster meant to be a demon (thing 426) or revenant (thing 573) depending on difficulty will instead have both monsters spawn stuck in eachother when playing on multiplayer in the easy difficulties.

Current records
The records for the map at the Doom Speed Demo Archive are:

The (absence of) data was last verified in its entirety on February 21, 2022.

Player spawns
This level contains ten spawn points:
 * 1) facing east. (thing 213)
 * 2) facing north-east. (thing 654)
 * 3) facing west. (thing 655)
 * 4) facing south. (thing 656)
 * 5) facing south. (thing 657)
 * 6) facing north-west. (thing 658)
 * 7) facing south-west. (thing 659)
 * 8) facing north-west. (thing 660)
 * 9) facing south-west. (thing 661)
 * 10) facing south-west. (thing 662)

Things
This level contains the following numbers of things per skill level: